History Classes / DungeonsAndDragons

20th Feb '17 2:44:41 PM jormis29
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* CanonImmigrant: The barbarian first appeared in the British fanzine ''Magazine/WhiteDwarf'' before being adopted by TSR.

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* CanonImmigrant: The barbarian first appeared in the British fanzine ''Magazine/WhiteDwarf'' before being adopted by TSR.Creator/{{TSR}}.
19th Feb '17 5:19:43 PM Exxolon
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A paladin without all the holier-than-thou claptrap. Under the 1st Edition's ''Unearthed Arcana'' supplement, Paladins were a sub-class of Cavalier ''with'' all the holier-than-thou claptrap.

* TheDeterminator: Unlike most other characters, cavaliers of good alignment do not fall unconscious brought to negative hit points that do not exceed their initial first level hit point score. They can no longer fight but can retire from the battle to seek healing. This mechanic was probably included to stop them becoming a total combat liability as they normally refuse to retreat from combat while they are still capable of fighting - after a few battles where the cavalier charges into the thick of the enemy forces and gets KO'd forcing the rest of the party to fight their way through to them before they bleed out most parties would just let the cavalier expire.

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A paladin Paladin without all the holier-than-thou claptrap. Under the 1st Edition's ''Unearthed Arcana'' supplement, Paladins were a sub-class of Cavalier ''with'' all the holier-than-thou claptrap.

* TheDeterminator: Unlike most other characters, cavaliers Cavaliers of good alignment do not fall unconscious brought to negative hit points that do not exceed their initial first level hit point score. They can no longer fight but can retire from the battle to seek healing. This mechanic was probably included to stop them becoming a total combat liability as they normally refuse to retreat from combat while they are still capable of fighting - after a few battles where the cavalier Cavalier charges into the thick of the enemy forces and gets KO'd forcing the rest of the party to fight their way through to them before they bleed out most parties would just let the cavalier Cavalier expire.



* LeeroyJenkins: Actually built into the class. Cavaliers are literally uncontrollable in combat situations and will charge the most powerful monster in range, regardless of the tactical or strategic situation, at the first available opportunity.



* TooDumbToLive: With their propensity to make suicidal attacks and reluctance to retreat, the fact that they often prize appearance over actual effectiveness in armour and their tendency to look down on anyone of a low social class they often come across this way.

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* TooDumbToLive: With their propensity to make suicidal attacks and reluctance to retreat, the fact that they often prize appearance over actual effectiveness in armour and their tendency to look down on anyone of a low social class they often come across this way. They are also incapable of feeling fear - even magical fear attacks have no effect.
19th Feb '17 5:16:51 PM Exxolon
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* TheDeterminator: Unlike most other characters, cavaliers of good alignment do not fall unconscious brought to negative hit points lower than their initial first level hit point score. They can no longer fight but can retire from the battle to seek healing. This mechanic was probably included to stop them becoming a total combat liability as they normally refuse to retreat from combat while they are still capable of fighting - after a few battles where the cavalier charges into the thick of the enemy forces and gets KO'd forcing the rest of the party to fight their way through to them before they bleed out most parties would just let the cavalier expire.

to:

* TheDeterminator: Unlike most other characters, cavaliers of good alignment do not fall unconscious brought to negative hit points lower than that do not exceed their initial first level hit point score. They can no longer fight but can retire from the battle to seek healing. This mechanic was probably included to stop them becoming a total combat liability as they normally refuse to retreat from combat while they are still capable of fighting - after a few battles where the cavalier charges into the thick of the enemy forces and gets KO'd forcing the rest of the party to fight their way through to them before they bleed out most parties would just let the cavalier expire.
19th Feb '17 5:16:19 PM Exxolon
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to:

*TheDeterminator: Unlike most other characters, cavaliers of good alignment do not fall unconscious brought to negative hit points lower than their initial first level hit point score. They can no longer fight but can retire from the battle to seek healing. This mechanic was probably included to stop them becoming a total combat liability as they normally refuse to retreat from combat while they are still capable of fighting - after a few battles where the cavalier charges into the thick of the enemy forces and gets KO'd forcing the rest of the party to fight their way through to them before they bleed out most parties would just let the cavalier expire.
19th Feb '17 5:10:29 PM Exxolon
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%%* KnightInShiningArmor

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%%* KnightInShiningArmor* KnightInShiningArmor: Cavalier's armour is as much a badge of their station as protection and as such it will be the most expensive and shiniest possible and made even more ornate with decorations, engraving etc.



* TooDumbToLive: With their propensity to make suicidal attacks and reluctance to retreat, the fact that they often prize appearance over actual effectiveness in armour and their tendency to look down on anyone of a low social class they often come across this way.



* JokeCharacter: You stop training in the things that make thieves useful in most adventuring situations - finding and removing traps and opening locks to train in tightrope walking and pole vaulting and other similar skills with very limited situational use.

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* JokeCharacter: You They stop training in the two things that make thieves useful in most adventuring situations - finding and removing traps and opening locks to train in tightrope walking and pole vaulting and other similar skills with very limited situational use.
19th Feb '17 5:01:48 PM Exxolon
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* HonorBeforeReason: The Fighter "class kit" version in 2nd Edition was ''extreme'' about this, to a point that, if a party member was in one-on-one combat, they refused to help, even if the ally was 'losing'.

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* HonorBeforeReason: The Fighter "class kit" version in 2nd Edition was ''extreme'' about this, to a point that, if a party member was in one-on-one combat, they refused to help, even if the ally was 'losing'. The original version was also pretty bad - in combat they would charge the most powerful enemy in range as soon as they could regardless of the tactical situation or even allies in their way!


Added DiffLines:

* JokeCharacter: You stop training in the things that make thieves useful in most adventuring situations - finding and removing traps and opening locks to train in tightrope walking and pole vaulting and other similar skills with very limited situational use.
19th Feb '17 4:48:38 PM Exxolon
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* FragileSpeedster: Even if you happen to roll 18 for ''all'' your ability scores, monks will never get as tough as the true fighting classes, with their naturally high AC and movement speed bonuses being their main boons.

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* FragileSpeedster: Even if you happen to roll 18 for ''all'' your ability scores, monks will never get as tough as the true fighting classes, with their naturally high AC and movement speed bonuses being their main boons. Taken UpToEleven in their ''Advanced Dungeons & Dragons'' incarnation where their hit die was ''D4'', the same as the SquishyWizard magic-user class though they did get two hit dice at first level.
16th Feb '17 7:55:01 PM WildCardCourier
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# Empowered by Elemental Air (Storm origin).

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# Empowered by Elemental Air (Storm origin), Elemental Water (Sea origin), or Elemental Earth (Stone origin).




The Favored Soul class was reintroduced as a Sorcerous Origin in the ''Unearthed Arcana: Modifying Classes'' article. The Storm Sorcerous Origin was introduced via the ''Unearthed Arcana: Waterborne Adventures'' article, with the finalized version appearing in the ''Sword Coast Adventurer's Guide''. The Shadow Origin was introduced in the ''Unearthed Arcana: Light, Dark, Underdark!'' article.

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\nThe Favored Soul class was reintroduced as # Blessed by a Sorcerous Origin in the ''Unearthed Arcana: Modifying Classes'' article. phoenix (Phoenix origin).

The Storm Sorcerous Origin was introduced via the in ''Unearthed Arcana: Waterborne Adventures'' article, Adventures'', with the finalized version appearing in the ''Sword Coast Adventurer's Guide''. The Shadow Origin was introduced in the ''Unearthed Arcana: Light, Dark, Underdark!'' article.
Underdark!''. The Favored Soul class was reintroduced as a Sorcerous Origin in ''Unearthed Arcana: Modifying Classes'', with a reworked version appearing in ''Unearthed Arcana: Sorcerer'' alongside the Phoenix, Sea, and Stone origins.
16th Feb '17 3:22:14 AM Morgenthaler
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* TheHunter: Their Favored Enemy ability increases skill checks and damage rolls made against specific creatures, and they tend to prefer to hunt these same creatures for varying reasons.

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* TheHunter: HunterOfMonsters: Their Favored Enemy ability increases skill checks and damage rolls made against specific creatures, and they tend to prefer to hunt these same creatures for varying reasons.



* ChurchMilitant

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* ChurchMilitantChurchMilitant: The role of the avenger is typically to hunt down and destroy enemies of the faith, while the cleric's is to heal and lead the faithful and the paladin's is to defend the faithful.



* TheHunter: The role of the avenger is typically to hunt down and destroy enemies of the faith, while the cleric's is to heal and lead the faithful and the paladin's is to defend the faithful.



* BowAndSwordInAccord: TheHunter Build from ''Martial Power 2''

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* BowAndSwordInAccord: TheHunter The Hunter Build from ''Martial Power 2''



* TheHunter



* TheHunter: The second of the default archetypes, focused on wading in and out of battle.
15th Feb '17 1:35:13 PM WildCardCourier
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A warrior hailing from a distant land far from the comforts of civilisation, Barbarians feel uncomfortable within the walls of a town or the claustrophobic confines of a crowd, but in battle they are transformed as they heft their huge weapons and enter the fray in a terrifying rage.

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A warrior hailing from a distant land far from the comforts of civilisation, civilization, Barbarians feel uncomfortable within the walls of a town or the claustrophobic confines of a crowd, but in battle they are transformed as they heft their huge weapons and enter the fray in a terrifying rage.



At 1st level, a Cleric chooses a Domain of their patron deity. Their chosen domain grants them a number of divine spells that are always prepared and don't count against their default prepared spells. The initially available domains are Knowledge, Life, Light, Nature, Tempest, Trickery, and War. Later, the Death domain was added in the Dungeon Master's Guide as an optional path. A new domain, City, was revealed in the ''[[https://dnd.wizards.com/articles/features/modern-magic Unearthed Arcana: Modern Magic]]'' article. The ''Sword Coast Adventurer's Guide'' added the Arcana domain, even listing a number of deities outside of the ''Forgotten Realms'' who govern the domain. The ''Unearthed Arcana: Cleric Domains'' article added the Forge, Grave, and Protection domains.

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At 1st level, a Cleric chooses a Domain of their patron deity. Their chosen domain grants them a number of divine spells that are always prepared and don't count against their default prepared spells. The initially available domains are Knowledge, Life, Light, Nature, Tempest, Trickery, and War. Later, the Death domain was added in the Dungeon Master's Guide as an optional path. A new domain, City, was revealed in the ''[[https://dnd.wizards.com/articles/features/modern-magic Unearthed Arcana: Modern Magic]]'' article. The ''Sword Coast Adventurer's Guide'' added the Arcana domain, even listing a number of deities outside of the ''Forgotten Realms'' who govern the domain. The ''Unearthed Arcana: Cleric Domains'' article added the Forge, Grave, and Protection domains.



The ''Unearthed Arcana: Modern Magic'' article introduces the "Ghost in the Machine" as an otherworldly patron. The ''Unearthed Arcana: Light, Dark, Underdark!'' article added the Undying Light "patron", warlocks that somehow found a way to draw power from the Plane of Positive Energy. The ''Sword Coast Adventurer's Guide'' added the Undying patron: a lich, vampire, mortal-ascended-to-godhood or any other kind of immortal being that death has no sway over. The ''Unearthed Arcana: The Faithful'' article introduced the Seeker Patron, warlocks who have made a pact with a Knowledge-domain deity, and the Seeker-specific Pact of the Star Chain, which grants the Warlock a number of knowledge-based advantages.

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The ''Unearthed Arcana: Modern Magic'' article introduces the "Ghost in the Machine" as an otherworldly patron. The ''Unearthed Arcana: Light, Dark, Underdark!'' article added the Undying Light "patron", warlocks that somehow found a way to draw power from the Plane of Positive Energy. The ''Sword Coast Adventurer's Guide'' added the Undying patron: a lich, vampire, mortal-ascended-to-godhood or any other kind of immortal being that death has no sway over. The ''Unearthed Arcana: The Faithful'' article introduced the Seeker Patron, warlocks who have made a pact with a Knowledge-domain deity, and the Seeker-specific Pact of the Star Chain, which grants the Warlock a number of knowledge-based advantages.
advantages. ''Unearthed Arcana: Warlock & Wizard'' article introduced more Eldritch Invocations and two new Patrons: the Hexblade, warlocks who have made a pact with an artifact-rank sentient magic weapon, and the Raven Queen, a deity from 4th Edition.



** Very ambiguous with the Hexblade, since it's based on the sentient artifact the pact is made with.



''Unearthed Arcana: Eberron'' reintroduced the Artificer class as an arcane tradition, although it was later made a separate class in ''Unearthed Arcana: Artificer''. Another arcane tradition, Technomancy, was discussed [[https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign fairly early on]] and finally revealed in the ''Modern Magic'' article. ''Unearthed Arcana: The Faithful'' introduced the Theurgist tradition, which grants the Wizard limited access to Cleric spells.

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''Unearthed Arcana: Eberron'' reintroduced the Artificer class as an arcane tradition, although it was later made a separate class in ''Unearthed Arcana: Artificer''. Another arcane tradition, Technomancy, was discussed [[https://dnd.wizards.com/articles/features/my-new-d20-modern-campaign fairly early on]] and finally revealed in the ''Modern Magic'' article. ''Unearthed Arcana: The Faithful'' introduced the Theurgist tradition, which grants the Wizard limited access to Cleric spells.
spells. ''Unearthed Arcana: Warlock & Wizard'' article introduced the Lore Master, the closest thing that 5th Edition gets to a "generalist" wizard combined with a low-key version of metamagic.
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